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27 lines
835 B
C++
27 lines
835 B
C++
#pragma once
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#include "CoreMinimal.h"
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#include "UObject/NoExportTypes.h"
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#include "Engine/NetSerialization.h"
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#include "ESpawnMachineState.h"
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#include "SpawnMachineRepData.generated.h"
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USTRUCT(BlueprintType)
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struct FSpawnMachineRepData : public FFastArraySerializerItem {
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GENERATED_BODY()
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public:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FVector Location;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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ESpawnMachineState SpawnMachineState;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float SpawnMachineCooldownStartTime;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float SpawnMachineCooldownEndTime;
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FORTNITEGAME_API FSpawnMachineRepData();
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};
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